Compendium of Concepts

Hello everyone! I’m Innocence, previously known as Streber. Probably no one remembers me here, but I did post from time to time and I liked to create some hero concepts and share them here. The last time I wrote here was probably in December last year and since then I had to leave the forums because of little available time. However I was still active in-game. The game has helped me escape the hard life, it was like a shelter from all of those overwhelming feelings and real life problems that I never knew how to deal with. This led sometimes into excessive gaming sessions and now I realize, escaping those feelings and real life issues is only making them worse and isn’t the solution anymore. I have to confront them and in order to do so I have to let go of this game. However I cannot let go without sharing my ideas that some have been kept in my sheets for years, they are not that much but even it’s farfetched, maybe someone finds something interesting in them. If you do read them and like some ideas here, please feel free to take and build on them. It’s my way of saying goodbye.

Neptulon, the Tidehunter

One of my first concepts. Unfortunately I couldn’t retrieve my original old concept from the old forums. Here is an overlook:

General Stats:
Role: Ranged Support (He had talents that improved [Q] for allies.)
Attack Damage: 75
Attack Range: 5.5
Attack Speed: 1.2

[Trait] Water Storm:
Cooldown: 5 seconds
Cost: 3 Mana per second

Place a Water Storm in the target area that deals 40 (4% per level) damage every second and Slows enemies’ Movement Speed by 25%. Neptulon can only use his abilities inside the Storm and his Basic Attacks deal 100% more damage to enemy Heroes inside the Storm. Water Storm can be slowly moved to the target direction at 50% base Movement Speed (active ability 1).

[Q] Block of Ice:
Cooldown: 12 seconds
Cost: 35 Mana

Freeze an allied or an enemy Hero inside the Water Storm, putting them into Stasis for 1.5 seconds.

[W] Crushing Depths:
Cooldown: 8 seconds
Cost: 35 Mana

Increase the pressure applied by Water Storm, increasing its damage and Slow amount by 100% for 4 seconds.

[E] Water Spears:
Cooldown: 6 seconds
Cost: 25 Mana

Send out a total of 8 Water Spears from Water Storm’s edges towards its center, each dealing 80 (4% per level) damage to the first enemy Hero hit. An enemy Hero can be hit by multiple Spears.

[R1] Vortex:
Cooldown: 60 seconds
Cost: 40 Mana

Create a Vortex in the Water Storm that pulls all enemy Heroes toward its center over 2.5 seconds.

Passive: Activating Vortex resets the cooldown of Crushing Depths.

[R2] Tidal Waves:
Cooldown 100 seconds
Cost: 60 Mana

Create Tidal Waves from the edges of Water Storm that burst outside, dealing 250 (4% per level) and pushing all enemies hit alongside their path.

Kalimos, Primal Lord

Concept: https://www.heroesfire.com/hots/concept/kalimos-9945

Lana'thel, Blood-Queen of the San’layn

Concept: https://www.heroesfire.com/hots/concept/lanathel-10264

Forum discussion (concept isn’t written here): [HC] Lana'thel, Blood-Queen of the San'layn

Kazakus, Leader of the Kabal and Master Alchemist

Concept: https://www.heroesfire.com/hots/concept/kazakus-10333

Forum Discussion (concept isn’t written here): CDC#7 Kazakus, Leader of the Kabal [HC]

Symmetra, Vishkar Architech

Concept: https://www.heroesfire.com/hots/concept/symmetra-10581

Forum thread (concept isn’t written here): [HC] Symmetra, Vishkar Architech

Lady Vash, Coilfang Matron - Naga Sea Witch

Concept: https://www.heroesfire.com/hots/concept/lady-vashj-10761 OR [HC] Lady Vashj - Coilfang Matron, Naga Sea Witch

Queen Nightshade, The Spore Queen

Concept: https://www.heroesfire.com/hots/concept/queen-nightshade-11046

Forum thread (without concept): [HC] Queen Nightshade, The Spore Queen

Hir'eek, Loa of Night

Concept: https://www.heroesfire.com/hots/concept/hireek-11089 OR [HC] Hir'eek, Loa of Night

Toki, Time-Tinker

The latest published concept

Concept: https://www.heroesfire.com/hots/concept/toki-11580

Concepts that have never been posted:

Whitemane rework-concept

This rework aims at finding ways for Whitemane to deal with her mana issues, restoring her mage like style, keeping her new basic attack build option without undermining main abilities, trying to make her tiers have less obvious dominant options and adding some new talents for fun. Never got the chance to post it, finalize or adjust its numbers.

Basic stats and abilities unchanged.

Level 1

[Q] Unwavering Faith:
Reduce Desperate Plea’s Mana cost and Desperation’s Mana penalty by 33%. Each Desperation stack causes Whitemane to regenerate 50% more Mana and Health.
[Q/W] Inquisitor’s Prayer:
Every 1 second Channel time, Whitemane gains one stack of Inquisitor’s Prayer, up to 3 stacks. Each stack causes Desperate Plea to not grant any Desperation.
[E] Indulgence:
Quest: Hitting enemy Heroes restores 0.5% of Whitemane’s maximum Mana and Health. Second-Strike hits count as two hits.
Reward: Every 10 hits, Whitemane gains 20 maximum Mana and 30 maximum Health.

Level 4

[Q] Martyrdom:
Each active Zeal and Desperation stack increases Desperate Plea healing amount by 15%.
[W] High Inquisitor:
Every 0.5 seconds Channel time, Inquisition/Clemency deals 10% increased damage/healing to the target. After the Channel completes, heal all allied Heroes with Zeal for 20% of total damage/healing dealt.
[E] Righteous Flames:
Increase Searing Lash damage by 25%. This bonus is increased to 50% when hitting Stunned, Silenced, Rooted or Slowed enemy Heroes. Bonuses are doubled for second strike.
[Passive] Heresy:
Hitting enemy Heroes with Basic Abilities marks them Heresy for 5 seconds, stacking up to 6 times. Inquisition grants 1 Heresy every 1 second Channel time, Searing Lash’s first strike grants 1 Heresy and second strike 2 Heresy. Basic Attacks remove all marks, apply Spell damage instead of Physical and deal 25% more damage per mark removed.

Level 7

[Active] Intercession:
Activate to cause the next Desperate Plea cast on an allied Hero other than Whitemane to heal for 30% more and grant them Unstoppable for 1 second. Healing a Stunned, Silenced, Rooted or Slowed allied Hero reduces its cooldown by 1 second. 70 seconds cooldown.
[W] Subjugation:
Every 0.5 seconds Channel time, Inquisition causes the target to deal 5% less damage, up to 30% and Clemency causes its target to deal 2.5% increased damage, up to 15%.

If the Channel completes, both modifiers last for additional 4 seconds.
[E] Harsh Discipline:
Searing Lash’s first strike Slows enemies’ Movement Speed by 50% quickly decaying over 1.5 seconds. If they are also hit by the second strike, the Slow amount stops decaying. If they are being targeted by Inquisition, Root them instead for 1.5 seconds.

Level 10

[R2] Divine Reckoning: No longer restores mana. Every thing else stays the same.

Level 13

[Q] Zealous Spirit:
Desperate Plea grants the target 45 Shield Points per Desperation. At 3 Desperation stacks Whitemane gains 135 Shield Points.
[W] Focused Faith:
Every 0.5 seconds Channel time, Inquisition reduces its target’s armor by 2.5, up to 15 and Clemency increases its target’s armor by 5, up to 30. While Channeling both, Whitemane gains 30 armor.

If the Channel completes, all armor modifiers last for additional 2 seconds.
[E] Lashing Out:
Hitting an enemy Hero with the second strike sets Searing Lash’s cooldown to 1.5 seconds and grants Whitemane 30% increased Movement Speed for 1.5 seconds.
[Trait] Saintly Greatstaff:
Each active Zeal increases Basic Attack Range by 0.6. Basic Attacks deal their damage in a small area around the target and reduce the Trait’s cooldown by 1 second.

Level 16

[Q] Radiance:
At 2 stacks Desperation Whitemane gains Zeal. At 3 stacks Desperation, heal all allied Heroes with Zeal for 130.
[W] Shared Punishment:
Inquisition/Clemency chain to the closest enemy or allied Hero, dealing 40% damage or healing.
If the Channel completes, reduce Inquisition/Clemency cooldown by 4 seconds.
[E] Searing Earth:
Second Strike marks its target area and explodes again after 0.75 seconds. Zeal heals for 100% more of the damage dealt.
[Passive] Scarlet Wrath:
Damaging enemy Heroes with Basic Abilities grant 2% increased Attack Speed and damaging enemy Heroes with Basic Attacks grant 0.2% increased Spell Power. Both bonuses stack and share one duration of 3 seconds.

Level 20

No Changes!!


Nova rework-concept
Rework Goals:

This rework aims at solving following points:

  • She doesn’t have any sort of wave clear, until very late at 16 with one Q talent
  • She has very mediocre sustain damage, except when taking Perfect Shot.
  • She has only single target damage that is same burst as some AoE damage dealers.
  • The annoying mini Q quest that resets whenever she misses, especially when clearing merc or hitting a hero that was supposed to be the finishing shot, but some one else finishes them off.
  • Mana Problems.
    It also aims at retrieving some of her old ambush playstyle and making her decoy more useful.

This concept has never been finalized nor published. Last edit was around 2 years ago, however it’s still relevant.

Basic Abilities:

[Trait] Ghost Protocol:
Cooldown: 30 seconds

Activate to instantly grant Stealth to Nova. For the first 1 second, she is Unrevealable.

Passive: Gain Stealth when out of combat for 3 seconds. While Stealthed gain 15% increased Movement Speed. Taking damage, attacking, using Abilities, or Channeling reveals you. Remaining stationary for at least 1.5 seconds grants Invisible.

[Q] Snipe:
Cost: 50 Mana
Cooldown: 6 seconds

Deals 207 (4% per level) damage to the first enemy hit.

Hitting an enemy Hero with Snipe reduces the cooldown to 2 seconds and refunds its mana cost.

- New Functionality: Perfect Shot talent is now baseline!
- Adjusted: Snipe range increased by 10% and damage reduced by 10%, from 230 to 207. Perfect Shot provides ~ 66% damage increase while current Snipe Master in base kit provides total 55% damage increase. The range increase is because the level 13 talent Psionic Efficiency is now removed
- Removed Functionality: Hitting the enemy Hero with Snipe permanently increases the damage of Snipe by 6%, stacking up to 30%. Gain an additional 25% damage bonus at maximum stacks. All stacks are lost, if Snipe fails to hit an enemy.

[W] Pinning Shot:
Cost: 65 Mana
Cooldown: 12 seconds

Deal 100 (4% per level) damage to an enemy and Slow them by 40% for 2.25 seconds.

While Stealthed or within 1 second after losing Stealth, Pinning Shot has 30% increased Range and also increases the range of Nova’s next Basic Attack by 2.

New Functionality: Longshot talent is now baseline, but only active when used from Cloak or within 1 second after losing Cloak

[E] Holo Decoy:
Cost 50 Mana
Cooldown: 15 seconds

Create a Decoy for 5 seconds that appears to attack enemies, dealing 10% of Nova’s normal damage. Using this Ability does not break Stealth.

New Functionality: Nova can retarget the Decoy through [1] Remote Access active ability. She can command it to focus a target or move to certain location.

Heroics remain unchanged!!

Talents:

Level 1: Mana sustain talents & bribe

[W/Trait] Covert Ops:
Pinning Shot’s Slow is increased to 55% and costs no Mana, if used from Stealth or within 1 second after losing Stealth.

Adjusted Functionality: The effect occurs if it’s used from Cloak and no longer requires being cloaked for 5 seconds.

[E] Rapid Projection:
Reduces Holo Decoy’s cooldown and Mana cost by 40%.

moved from level 4

[Trait] Advanced Cloaking
While Stealthed, gain additional 10% Movement Speed and regenerate 2 Mana per second.

No longer requires being Stealthed for 2 seconds for the Movement Speed bonus.

[Active] Covert Mission:
Enemy minions killed near Nova grant a stack of Bribe. Hitting enemy Heroes with Snipe grants 2 stacks of Bribe. Hero Takedowns grant 10 stacks of Bribe. Use 40 stacks to bribe a mercenary, instantly defeating them. Does not work on Bosses. Maximum 160 stacks. If a camp is defeated entirely with Bribe, the camp respawns 50% faster.

- moved from level 4.
- New Functionality: Hitting enemy Heroes with Snipe also grants stacks
- Adjusted Functionality: stacks required to bribe a mercenary increased from 25 to 40 and total maximum stacks from 100 to 160.
- This way would reward Heroes for hitting Snipe more often, especially with its new cooldown reduction.

Long Shot removed from level 1 and is now base-line

Level 4: AoE talents

[Q] Explosive Round:
Snipe also deals 60% damage to enemies near the impact.

- moved from level 16
- Adjusted: Damage reduced from 80% to 60%. Due to some synergies with later talents and Perfect Shot being in base kit and Explosive Round being available at lower level.

[W] EMP Shot:
Pinning Shot deals 100% damage around the target, Stunning all non-heroic unites for 2 seconds.

new talent!

[Passive] Psi-Shots:
Basic Attacks also deal 33% damage around the target.

new talent!

Level 7: Damage/burst increase talents

[Q] Snipe Master:
Hitting an enemy Hero with Snipe permanently increases the damage of Snipe by 5%, stacking up to 60%. Consecutive hits without missing count as hitting 2 Heroes. If Snipe fails to hit an enemy, lose one stack. Consecutive misses without hitting any target counts as missing 2 targets.

New Talent! Moved from baseline to level 7 talent. Damage per stack reduced from 6% to 5%. Total damage bonus increased from 55% to 60%. No longer rewards 30% damage increase after reaching 25%. No longer loses all stacks when missing, instead one stack is lost or two stacks are lost for consecutive missing without hitting a target. Consecutive hits without missing grant 2 stacks.

[E] Lethal Decoy:
Increases the damage Holo Decoy deals to 50% of Nova’s damage.

- moved from level 16.
- Adjusted: damage increased from 30% to 50%. Decoy build has been constantly nerfed over time. Perhaps making Lethal Decoy compete with her other burst options would eliminate the reasons of its nerf and maybe having the ability to control the decoy would make this build attractive again.

[Passive] One in the Chamber:
After using an ability, Nova’s next Basic Attack within 3 seconds deals 40% additional damage.

Adjusted: Due to CD reduction of Snipe baseline, the damage is reduced from 60% to 40%.

[Passive] Anti-Armor Shells:
Nova’s Basic Attacks deal 250% damage and decrease the Physical armor of Heroic targets by 10 for 3 seconds, but her Attack Speed is proportionally slower.

Unchanged

Level 13: Survivability talents!

[Q/W] Defense Matrix:
Hitting an enemy Hero with Snipe or Pinning Shot grants Nova a Shield for 2 seconds, equal to 33% of damage dealt.

new talent!

[E] Holo Stability:
Increases the cast range and duration of Holo Decoy by 100%. Additionally, Nova restores 2% of her maximum Health per second while at least one Decoy is active.

- moved from level 4.
- New Functionality: It also restores Health while active.

[Trait] Ionic Force Field:
Gain 25 Armor while Stealthed and for 3 seconds after losing Stealth.

Added Functionality: Armor is also granted while she is Stealthed!

Psionic Efficiency is removed and its range increase added to the base kit.

Level 16: Additional targets!

[Q] Piercing Round:
Snipe pierces and hits an additional target.

- New talent!

[W/Trait] Double Tap:
If Pinning Shot is used from Stealth or within 1 second after losing Stealth, reduce its cooldown to 1 second.

- Moved from level 13.
- Adjusted Functionality: Doesn’t grant another charge or increase CD, instead it reduces its cooldown to 1 second if used from Stealth. This doesn’t change things much, currently the cooldown between each charge use is 1 second!. This way it would have more synergies with Stealth mechanic while also not increasing its CD.

[E/Trait] Double Fake:
Casting Holo Decoy and activating Ghost Protocol also create a Decoy at Nova’s current location.

New Talent! It’s actually an old talent that found its way back!

Level 20:

Heroic upgrades remain unchanged

[Trait] Apollo Suit:
Nova now enters Stealth after 1 second of being out of combat. Additionally, reduce Ghost Protocol cooldown by 10 seconds.

Added Functionality: now also reduces Ghost Protocol cooldown. This talent now has better synergies with different talents, especially with Pinning Shot talents and its base-line effect.

[Passive] Crippling Shots:
Nova’s Basic Attacks, Snipe, and Pinning Shot reduce the target’s Armor by 5 for 2 seconds, up to a maximum reduction of 25 Armor.

- Moved from level 16.
- Adjusted Functionality: Snipe and Basic Attacks also reduce Armor

** Rewind is removed. Because of Perfect Shot now being baseline, the new functionality of Double Tap, and the new Double Fake talent, it feels that Rewind isn’t necessary anymore.**


Kel'Thuzad rework-concept
Rework Goals

This rework is aimed at making Kel’thuzad scale gradually instead of being a “feast or famine” hero. A lot of people love Kel’thuzad the way he is and I’m one of them (over 150 level), so this rework isn’t aimed at changing his playstyle. This rework aims at solving the following points:

  1. Kel’thuzad abilities scale only 2.5% per level, thus his power only gets worse and worse each level which can put his team at early disadvantage until he completes quest. On the other hand, once he completes the quest, he gains a huge power spike and alone can carry the game if not countered. This power spike is stronger the earlier he finishes his quest and diminishes in power as the game progresses (because of the mentioned 2.5% scaling).
    Chaosos explained the mathematics behind Kel’thuzad better than I ever could in this article: https://heroeshearth.com/b/chaosos/read/math-of-the-storm-kelthuzad/:

“Relative to if he had 4% scaling, the 2.5% scaling represents a 13.5% damage drop at level 10 and a 25% damage drop at level 20. The 75% bonus spellpower effectively represents a 75% higher base, so the added damage as a percentage is much higher the earlier he completes the quest. At level 10 it represents a 51% damage boost, while by level 20 it only represents a 31% damage boost (both numbers relative to him not having the quest and scaling at 4% per level)…
… Returning to the Jaina and Kael’thas comparison, Kel’thuzad’s full EWQ combo is in between Jaina’s WEQ combo and Kael’thas’ EQW combo. At level 10 Kel’thuzad’s combo without quest completion does 946 damage, while Kael’thas does 828.9 damage and Jaina does 1722.3. However, with quest completion at 10, Kel’thuzad does 1655.5 total damage. By level 20 with quest, Kel’thuzad’s damage falls off to 2119.1, while Kael’thas does 1227.0 damage and Jaina does 2549.4 damage. The conclusion is thus that Kel’thuzad’s passive gives him a powerful mid-game power spike that levels off to “reasonable mage levels” by level 20.”

  1. The second goal is making Kel’thuzad playable and accessible for all players with different skill sets. An average Kel’thuzad can still be useful to his team, instead of a liability, while also maintaining the idea of rewarding skilled players for their skill.

  2. Over different patches Kel’thuzad burst has been nerfed over and over and I’m afraid they will continue doing so until he becomes unplayable while also forgetting that he is made of paper. The latest changes (to Shadow Fissure) prove that they want to shift some of his burst damage into sustain damage. Perhaps finding a middle ground would prevent a rework that completely destroys his identity and his playstyle.

  3. Along with the main goals, I also used the chance to look at some underused talents and made some new talents that could be fun, but aren’t necessary.

This concept has never been finalized and may still need number adjustments.

Abilities:

Ability scaling increased from 2.5% to 4% per level.

[Trait] Master of the Cold Dark:
Gain 1 Blight when Stunning or Rooting an enemy Hero. Each 1 Blight increases Kel’Thuzad’s Spell Power by 1%.

This is the said main change of making Kel’thuzad scale gradually. This would also open the character for beginners while also upping his skill by making the requirement to Stun an enemy rather than just hitting them with the Chain and making the quest unlimited (or perhaps limited at some point if there were balance reasons for it). This change is also an indirect buff to Frost Blast that always gets overshadowed by Shadow Fissure (pun intended).

[1] Glacial Spike
Cooldown: 60 seconds.
Activate to create a spike that detonates after 4 seconds, dealing 60 (+4% per level) damage to nearby enemies. The spike can be affected by Chains of Kel’Thuzad.

Kel’thuzad is gaining some new talents at level 7 that ease hitting his combo. This baseline cooldown increase is just to insure he doesn’t get to have it all, especially when there’s no quest requirement to it.

Rest remains unchanged!!

Talents:

Level 1:

[Q] The Plaguelands:
Increase Death and Decay’s duration by 1 second. Each Blight increases its radius by 1%. (Changed)

[W] Blighted Frost:
Increase Frost Nova’s Root duration by 0.5 seconds. Each Blight increases its center damage by 5%. (Changed)

[E] Barbered Chains:
Stunning an enemy Hero with Chains of Kel’Thuzad reduces their Armor by 10 for 4 seconds. Each Blight increases its damage by 5%. (Changed)

[Trait] Plans Within Plans:
Stunning a Hero then Rooting them within 1 second causes Kel’Thuzad to gain 1 additional Blight and deal 10% more damage to them for the next 2 seconds. (New)

Level 4:

[E] Strip Shield:
Each Blight causes Chains of Kel’Thuzad to deal 10% more damage to Shields and to grant Kel’Thuzad a permanent Shield equals to 3% of damage dealt. (Changed)

[Active] Phylactery of Kel’Thuzad:
Activate to spend 15 Blight while dead to immediately respawn at the Hall of Storms.
Passive: Every 2 Blight causes Kel’thuzad to heal for 1% of his Spell Damage. (Changed)

[Active] Armor of the Archlich:
Activate to gain 50 Physical Armor for 3 seconds. Upon activation, release a cold wave that Slows nearby enemies by 35% for 3 seconds and damages them for 45 (4% per level). Upon gaining Blight while the Armor is active, release another wave and increase its duration by 1 second. 25 seconds cooldown. (Changed, duration reduced to 3 seconds, added a functionality)

Level 7:

[E] Your Soul Is Bound To Me Now!:
Kel’thuzad can now also be affected by the second Chains of Kel’thuzad. (New)

[Trait] Chilling Touch:
Activate the Trait button to cause Kel’Thuzad’s next Basic Attack to hit all enemies in an area for 5% additional damage per Blight, dealing Spell damage instead of Physical, and Slowing them by 30% for 2 seconds. 8 seconds cooldown. (Changed, it’s now an active ability instead of a passive one)

[1] Unending Cold:
Whenever Kel’thuzad gains Blight, reduce Glacial Spike’s cooldown by 10 seconds. Each enemy Hero hit with Glacial Spike explosion grants 1 Blight. (New)

Level 13:

[Q] Arcane Echoes:
Whenver Kel’Thuzad hits an enemy Hero with Death and Decay’s explosion, its cooldown is reduced by 1 second. Dealing periodic damage to an enemy Hero that is Slowed by Kel’thuzad extends the Slow duration by 0.25 seconds. (Moved from level 16, cooldown reduction reduced from 1.25 seconds to 1 second, added new functionality)

[W] Icy Grasp:
Reduce the explosion delay by 0.25 seconds. Dealing damage to enemy Heroes Slowed by Kel’thuzad reduces Frost Nova cooldown by 0.25 seconds. (Changed)

[E] Chains of Ice:
Each enemy Hero Stunned by Chains of Kel’thuzad reduces its cooldown by 2 seconds. After the Stun expires, they are Slowed by 40% for 1 second. (Changed, slightly merged with Chain-Link and nerfed)

[Passive] Kel’thu-freaking-zad!:
Stunning then Rooting an enemy Hero reduces heroic and basic ability cooldowns by 2 seconds. (New)

Level 16:

[Q] Accelerated Decay:
Each time a Hero is hit by Death and Decay’s pool, they take 30% more periodic damage from Death and Decay for the next 4 seconds, stacking up to 4 times. (moved from level 7, buffed from 25% to 30%)

[Passive] Hungering Cold:
Enemies that are Rooted take an additional 55 damage each time they are damaged by Kel’Thuzad. (unchanged)

[Trait] Power of Icecrown:
Whenever Kel’Thuzad gains Blight, increase all Blight bonuses by 25%. (changed, Blight bonus increases from 1% to 1.25%.)

Level 20:

[R1] Chain-Link:
Hitting at least one additional enemy Hero with Frost Blast causes Chains of Kel’Thuzad to be launched from the main target, pulling all secondary Heroes hit to the main target in the center and Stunning them for 0.5 seconds. (New, replaces Deathchill, talent originally from level 13)

[R2] Might of the Scourge:
If a Hero is hit with Shadow Fissure, a second one is cast below them that deals 50% less damage. This second cast will not duplicate itself. (Changed, it’s cast immediatly, reducing total delay time from 2.5 seconds to 1.5 seconds, but halving its damage).

[Active] Shifting Malice
Activate to dash forward, dealing 150 damage to enemies in the path. Takedowns reset the cooldown of Shifting Malice. Gaining Blight reduces its cooldown by 25 seconds. 240 seconds cooldown. (Added functionality)

[Active] The Damned Return:
Activate to create a Shade of Naxxramas that lasts 15 seconds and mimics Kel’Thuzad’s casts of Death and Decay. (Unchanged)

[1] Ice Cold:
increase Glacial Spike’s damage by 400% and it exlodes upon pulling an enemy Hero to it. (Moved from level 7, no longer reduces cooldown, now explodes upon pulling an enemy Hero to it, however it doesn’t removes the spike)


Mercy hero concept

I’ve never got to finish this one.

Basic Stats:
Health: 1500
Basic Attack Range: 5.5
Resource: 100 Energy

Abilities

[Trait: D] Caduceus Staff:
Cooldown: 2 seconds

Mercy’s Basic Attacks are a channeled Beam that can only lock on ally Heroes, healing them or boosting their damage. Mercy can move while Basic Attacking with Caduceus Staff.

Activate to switch to [D] Caduceus Blaster after 0.5 seconds and gain access to [Q] Caduceus Blasts ability.

[Trait: D] Caduceus Blaster:
Cooldown: 2 seconds
Ammo: 20

Mercy’s Basic Attacks shoot 5 Rounds per second, each dealing 30 damage and restoring 5 energy. After Basic Attacking 20 times or not Basic Attacking after 2 seconds, Mercy starts to reload at the rate of 5 Ammo every 0.5 seconds.

Activate to switch to [D] Caduceus Staff after 0.5 seconds and gain access to [Q] Damage/Healing Beam ability. While wielding Caduceus Staff, Caduceus Blaster automatically starts to reload.

[Trait: Passive] Caduceus Reactor:
Caduceus Reactor can store Energy from Caduceus Blaster’s shots or Caduceus Staff’s Damage Beam, up to 100. Energy can be used to restore Health to allies via Caduceus Staff’s Healing Beam, healing Mercy for 20% of its amount.

[Q] Healing Beam:
Cooldown: 1 second
Cost: 5 energy per second

Caduceus Staff heals the target ally Hero for 50 (4% per level) Health every 0.5 seconds.

Activate to instantly switch to [Q] Damage Beam.

[Q] Damage Beam:
Cooldown: 1 second

Caduceus Staff increases the target ally Hero’s damage by 20%. Whenever the ally deals damage, regenerate 2 energy.

Activate to instantly switch to [Q] Healing Beam.

[Q] Caduceus Blasts:
Cooldown: 10 seconds

Restore 5 Ammo and increase Basic Attack’s range by 50%, causing them to be projectiles that pierce through all enemies. Holding Attack button fires the Shots in the mouse cursor direction. Lasts until Caduceus Blaster needs to reload or until canceled.

- This ability is Channeled and mercy cannot move while firing.
- This ability switches to Healing/Damage Beam when switching the main weapon.

[W] Angelic Ascent:
Cooldown: 5 seconds

After 0.5 seconds, Mercy starts to hover over the ground, increasing her Movement Speed by 30% and causing her to pass through units and terrain. Mercy cannot Basic Attack while Angelic Ascent is active.

This ability is replaced with [W] Angelic Descent after activating.

[W] Angelic Descent:
Mercy lands at her location, ending Angelic Ascent. Nearby enemies are Slowed by 30% and nearby allied Heroes gain 150 (4% per level) Shield Points for 3 seconds.

This ability switches back to [W] Angelic Ascent with full cooldown after activating.

It can be instantly activated as soon as Angelic Ascent becomes active after its delay time of 0.5 seconds. Cooldown starts after descending.

[E] Guardian Angel:
Cooldown: 30 seconds

After 0.5 seconds, fly to an allied Hero that is within her Vision Radius. After arriving Mercy and the target ally gain 25 Armor for 2 seconds.

If Angelic Ascent is active, there is no channel time and Mercy casts Angelic Descent after arriving to the target Hero.

[R1] Valkyrie:
Cost: 100% Charge. Whenever Mercy gain 5 Energy, she gains 1% Charge.

Enhance Mercy’s Basic Abilities for 10 seconds. During Valkyrie’s duration, Angelic Ascent is always active and it grants allied Heroes 150 Shield Points every 3 seconds for 3 seconds. Mercy can also still use her Basic Attacks while Angelic Ascent is active and Healing/Damage Beam chain to an additional ally.

Possible Talents:

[Q] Caduceus Efficiency:
Reduce Energy cost of Healing Beam by 20%.
If the allied Hero deals 250 (4% per level) damage while being affected by Damage Beam, Healing Beam heals for 50% more for 3 seconds after switching.

[Q] Rapid Recharge:
Increase maximum Energy stored to 130.
While Caduceus Blaster reloads, Caduceus Staff gains 2 additional Range and Healing Beam heals 20% faster.

[W] Protection Field:
While above 75% Energy, Angelic Descent grants 100% more Shields to nearby allies.


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Hey Innocence! Don’t worry, I remember your concepts; you did win a CDC after all. It’s sad to see you go but I understand it can be the best choice you could make. I wish you the best in the future, and a long and healthy life. Just make sure not to overwork and burn yourself out!

Hopefully to see a concept in the game. I believe it will be a good day for concept arts.

I, in turn, thank you for your great efforts and concepts. Hope you continue the efforts and be victorious more. Also I wish for you healthy wherever you are.